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So, now that I'm playing on a proper version, it's time to go over what the mod actually has to offer at least in terms of jobs and abilities.



An immediate difference is that each character can equip up to 3 active and 3 passive abilities, and even the original jobs have all sorts of new abilities.



The Brave command has replaced the Row command in battle.



Even the Freelancer has a new ability, namely !Skill, which like Bravely Default is available by default once you gain enough levels and has the following sub-commands: Treat (10 MP, heals single ally), Gust (5 MP, damage single enemy), EagleEye (11 MP, buff single ally's accuracy), Row (0 MP, switch the row state of one or all allies), Delay (0 MP, damage single enemy mp), Aid (0 MP, restore single ally MP by 100), Examine (3 MP, works like Scan except it doesn't consume the turn), Flee (10 MP, guaranteed escape from any battle that can be fled).



Knights have a new ability, !Valor, which only gains abilities as you fight battles without running away. Since I believe discretion to be the better part of valor this list is going to be mostly or completely empty, so here's what the design document had to say about the matter:
pre:
Valor		MP	Power	Type		Target		Unlock		Special
WideShld	40	N/A	special		party		1 Valor
								(#battle – 4x escapes)
										gain one-time shield (1/4 damage) against any element the caster was at least resistant to; does not apply against attacks with pierce passive or those absorbed
Taunt		18	N/A	special		all		5 Valor		user gains aggro; target gains dmg up, def down
Bash		12	85	physical	one		10 Valor	STR/AGL based, attack increase with shield equipped
Servitude	20	N/A	special		one		20 Valor	reduce target ally to critical HP, user gains Cover ability
Funeral		7	20-255	physical	one		35 Valor	power increases based on number of dead allies
Patience	5	N/A	special		one		55 Valor	increase maxMP by (VIT+25), capped at 600
Ironclad	15	N/A	special		self		75 Valor	add m.def/2 to p.def, m.def = 0
Fortress	99	N/A	special		self		100 Valor	become "heavy" (boss)





Monk now has !Blitz added as an equippable ability, of which Kick is now one of many sub-commands; Pummel, Aurabolt, GaleFist, Rush, and Grapple are pretty much FF6 Sabin's abilities, and then Kiai is a 26 MP single enemy defense lowering ability and Spirit is a 10 MP party-wide 30 MP restore.



Thief has !Rogue, which gains skills based on how many steals I've done, and I'm guessing the game didn't keep count until I installed the newest version, so it's going to be a while before I can report back on how useful (or not) they are:
pre:
Rogue		MP	Power	Type		Target		Unlock		Special
Steal		0	N/A	steal		one		try to steal item
HP or GP	12	65?	wind		one		1 steal		50/50 HP drain or GP steal
Dust		6	N/A	status		one		5 steals	inflict blind
Con Job		4	N/A	status		one		12 steals	inflict confuse
David		11	90~170	physical	one		22 steals	STR/AGL, more damage to targets with higher HP
Raid		0~90	75~255	physical	one		35 steals	STR/MAG, consume more MP to boost damage
Buy Off		0	130	earth	one			52 steals	consumes [10x VIT] Gil to attack; VIT based physical earth spell
Bribe		8	N/A	special	one			70 steals	pay 25% target maxHP Gil to give that aggro up




For Berserkers, !TwinCut is no longer borked: it attacks twice randomly (with, as far as I can tell, 100% damage) at increased accuracy, and is on a cooldown that also effects Item, Mix and Throw.

Mystic Knight, when leveled to 3, gains a new skill called !Imbue that also works on Valor:
pre:
Imbue		MP	Power	Type		Target	Unlock	Special
Magicut		13	118	physical	one	2 Valor 	STR/MAG based
Transfer	20	N/A	special		one	7 Valor		give own current spellblade to target a,,y
Clarity		10	N/A	special		one	12 Valor	status resistance against berserk,confuse&mute
Cancel		2	N/A	special		self	20 Valor	end own spellblade effect to recharge item cooldown by "8 turns"
VitalCut	3	66	fire		one	33 Valor	inflict HP leak, partially pierces defense
Barrier		15	N/A	special		one	50 Valor	create barrier that reduces damage by consuming up to 10 MP by 3% per MP used
MagSlayr	31	155	physical	one	70 Valor	VIT/MAG based; fails if the last attack used by the target is not echo-able
Sight		8	N/A	special		one	90 Valor	increase phys. accuracy by 12




!Red is now its own set of abilities:
pre:
Red		MP	Power		Type		Target	Reflectable	MassCast	Unlock			Special
Expel		21	90 [125]	variable	all	yes							element changes to that of the equipped weapon; stronger against undead
Purge		37	N/A		special	one	yes								heal negative status effects except death and doom  (ally) or remove positive status effects (enemy)
Essence		22	110		variable	all	yes							element changes to that of the equipped weapon
Enfeeble	26	N/A		status		one	yes		yes					status effect varies by element of weapon [def down, stop, old, toad, slow, sleep, poison, confuse]
Vita		38	92		heal/lightning	one	yes		yes		use a [fight] ability	
Depower		32	N/A		special		one	yes		yes		use a [white] ability	reduces target's STR&MAG by 20 (5 vs heavy) unless absorbed (fire type)
Impact		27	112		physical	one					use a [black] ability	high accuracy; permanently reduce evasion by 15 (3 against heavy), not below 15 & m.eva by 10 (2 against heavy) not below 15, STR/AGL based
Crimson		40	220		physical	one					all of the above	unsets [white], [black] and [physical] token


Meanwhile, !X-Magic (Void Divergence's version of DualCast) is nerfed--the character that has it equipped must also have other magic abilities equipped, it consumes a turn first, and it has cooldown.



!Animals is no longer random, making it much more useful, though I question if anybody would still use the low level animal companions even with elemental weaknesses in play.



!Rose is now its own set of abilities unlocked through purchasing white magic:
pre:
Rose		MP	Power	Type		Target	Reflectable	MassCast	Unlock			Special
Fog		5	N/A	status		all					1 white spell		inflict blind status effect
Pure		3	N/A	special		one	yes		yes		3 white spells		remove status damage, MP sickness and HP leak
Distract	25	N/A	special		one					4 white spells		target ally gains aggro up
Medic		16	70	heal/earth	one	yes		yes		7 white spells		cure HP + poison
Vines		30	N/A	status		all					9 white spells		inflict stop status effect
Freedom		8	N/A	special		one	yes		yes		10 white spells		status resistance against slow, paralyze and stop
Fast		11	N/A	status		one	yes		yes		12 white spells		hastens target (= shorter delay between turns), remove slow
Patience	5	N/A	special		one			yes		14 white spells		increase maxMP by (VIT+25), capped at 600





Chemist has a new skill called !Science :
pre:
Science		MP	Power	Type	Target		Unlock		Special
Prepare		23	N/A	special	one				recharge item cooldown by "5 turns"
Mad Doc		5	N/A	special	self		1 Hi-Potion	recharge item cooldown completely at cost of HP (can be lethal!)
MassItem	33	N/A	special	one		3 Hi-Potions	turn !mix into !x-item
GrabItem	3	N/A	steal	one		7 Hi-Potions	try to steal item
Aide		18	N/A	special	one		12 Hi-Potions	target gains medicine innate for rest of battle
Check Up	4	N/A	special	one		18 Hi-Potions	remove status damage, MP sickness and HP leak
Shop Run	5	N/A	special	self		25 Hi-Potions	recharge item cooldown completely at cost of Gil (max 65.535 Gil)
Bribe		6	N/A	special	one		35 Hi-Potions	pay 25% target maxHP Gil to give that aggro up


Additionally, !Mix has been nerfed:
pre:
Mix		MP /
		Cooldown	Power	Type		Target	Unlock		Special
X-Cure		9		N/A	special		one			25% heal + HP regen; undead take 60 power void damage instead
GiantMix	10		N/A	special		one	1 ether		+50% HP/maxHP
Restore		7		N/A	special		one	10 ether	cures all status effects
Protect		8		N/A	special		one	20 ether	armor + shell
Abolition	4		N/A	special		one	35 ether	remove positive status effects
Samson		6		N/A	special		one	55 ether	raise level by 10 (max +30)
LifeGard	5		N/A	special		one	75 ether	status resistance against poison, zombie and death
DragnMix	20		N/A	special		one	99 ether	become "heavy" (boss) + weak to anti-dragon




Dancers have a new skill called !Finesse:
pre:
Finesse		MP	Power	Type		Target		Unlock		Special
Weaken		11	75	physical	one				high accuracy; permanently reduce evasion by 15 (3 against heavy), not below 15 & m.eva by 10 (2 against heavy) not below 15, STR/AGL based
Armor Break	12	85	physical	one		1 job level	permanently reduce def and m.def by 10 (2 against heavy), STR/VIT based
VenomStrike	5	90	physical	one		3 job level	can inflict poison, STR/AGL based
Chill Out	7	N/A	status		one		5 job level	slows target (= longer delay between turns), remove haste
Sharpen		30	N/A	spellblade	self		7 job level	+20 atk, def -25% on attack
Lion Art	10	N/A	special		self		9 job level	stance: +30% crit rate for !finesse and !dance
Bull Art	10	N/A	special		self		11 job level	stance: 25% status resistance, increased damage reduction from VIT
EagleArt	10	N/A	special		self		13 job level	stance: +10 phys. acc., +15 evade; treat !dance as if dancer gear was equipped




Samurai has a new skill called !Bushido:
pre:
Bushido		MP	Power	Type		Target		Unlock		Special
Cleave		15	125	physical	one				STR based damage
Rampage		8	58	physical	all		2 job level	STR/AGL based
Booster		7	35	physical/fire	one		4 job level	boost user's STR, then deal STR based fire-magic damage
SaltedWound	10	100	physical	one		6 job level	increase M and attack power based on target's lost HP, STR/AGL based
Dispatch	25	N/A	status		one		8 job level	chance to instantly kill
Tera Break	27	143	physical	one		10 job level	STR/MAG based
Aid		0	N/A	special		one		12 job level	Restore 100 MP
Prepare		15	N/A	status		self		14 job level	raise level by 10 (max +30)




All of the new Jobs have also been implemented--complete with spiffy new sprites--but first, I had a wall named Exdeath to slam into.



Alas, I'm either still too underleveled or not carrying the right items, and something (possibly part of Exdeath's rage script, a field effect, or an effect from some new ability) is whittling away at the party's health once I get Exdeath down to about 25%.



(On one of my retries, I thought to pack the ability to scan and found out that every boss has gained a stat called "LP" which has to be depleted; I presume that like the SaGa series, LP can be directly attacked via certain spells, but I'm also willing to bet that ExDeath has too much Magic Defense/Magic Evade for this to be worth trying.)

So it was time to at least head out of Meat Fort and see what was for sale; meanwhile, I made sure to play enough battles with all of the new classes to get a feel for what they were like (listed in alphabetic order for simplicity):


Arcanist
Usable by: Lenna, Galuf/Krile, Faris
Stats: 23/27/19/27
Level Bonus: STR, AGL, MAG
Innate: MindUp
Default ability: !Arcane (see below)
Abilties: !Psych, !Arcane, Y-Magic, !Mystic (see below), MindUp; Arcanists can also equip !Mystic and MindUp without having to grind for it.
Dot-chan's Impressions: Arcanist, at least on paper, feels like a supremely nerfed version of FFT's Calculator. A typical FFV random encounter doesn't last long enough for these abilities to feel worth using, and in a boss battle, Arcanist is reliant on Chemist to use the level-dependant abilities if the element of the attack doesn't match the boss weakness, and I prefer my Job synergies to be the proverbial cherry on top, not the underlying infrastructure to make a Job even worth using (I'm looking at you, FFV vanilla Red Mage).
pre:
Arcane		MP	Power	Type		Target	Reflectable	MassCast	Unlock		Special
ChainBolt	16	65-191	bolt		all	yes						damage depends on number of targets
GrimWail	8	80-130	water, wind	one/all	yes				2 job level	damage increases if target has status ailment
L4 Arctic	18	145	ice		all	yes				4 job level	if level is multiple of 4, cast spell
Slay		17	97	poison		all	yes				6 job level	x4 damage versus human enemies
Ancient		20	N/A	lightning	all	yes				8 job level	level based damage, old
Sludge		13	N/A	poison, water	all	yes				10 job level	level based damage, poison
OddFlare	15	127	fire		all	yes				12 job level	if target HP is odd, cast spell
XXXX		30	N/A	special		one	yes		yes		14 job level	kill if at or below 3000 HP

Mystic		MP	Power	Type	Target	Reflectable	MassCast	Unlock		Special
SineShot	20	25-145	holy	one	yes		yes				power fluctuates along a sine curve based on passed ATB ticks in current battle
Synchro		14	N/A	special	one	yes		yes		3 job level	try to inflict most status ailments that plague your team on the target (only blind, poison, mini, toad, petrify, mute, berserk, charm, paralyze, sleep, old, slow, stop)
L3 Toxic	15	133	poison	all	yes				5 job level	if level is multiple of 3, cast spell
Crusher		12	N/A	special	one	yes		yes		7 job level	deal damage equal to target's lost HP
VoidElem	35	N/A	special	party	yes		yes		9 job level	gain one-time shield (1/4 damage) against any element the caster was at least resistant to; does not apply against attacks with pierce passive or those absorbed
Twilight	16	N/A	earth	all	yes				11 job level	level based damage, sleep
EvenNuke	17	131	wind	all	yes				13 job level	if target HP is even, cast spell
Cleanse		5	N/A	special	one	yes		yes		15 job level	remove status damage, MP sickness and HP leak



Assassin
Usable by: Bartz, Faris
Stats: 28/29/18/24
Level Bonus: STR, AGL, MAG
Innate: N/A
Default ability: !Ambush (abilities that can only be used if your character wasn't targeted before, during, or after they used !Hide and !Show to reveal themselves; no idea if that means Assassins are only useful at the beginning of each battle or if this state of visibility can be reset somehow)
Abilties: !Hide, !Ambush, Evade, Two Handed, InnerEye (can't ever miss but does lower damage); Assassins can also equip !Hide and !Jump without having learned those skills.
Dot-chan's Impressions: I finally got !Ambush to work in one of my attempts against Exdeath, but I'd still rather do something like !Rapidfire or !Jump.
pre:
Ambush	MP	Power	Type		Target		Unlock			Special
Hornet	20	170	physical	one		unseen after !show	STR/AGL based
Viper	2	106	physical	one		-same-			can inflict poison, STR/AGL based
Crow	7	N/A	status		all		-same-			inflict blind + HP leak
Fox	0	N/A	special		one		-same-			evade next physical attack
Wolf	3	87	physical	one		-same-			permanently reduce def and m.def by 10 (2 against heavy), STR/VIT based
Eagle	4	50	physical	all		-same-			high accuracy; permanently reduce evasion by 15 (3 against heavy), not below 15 & m.eva by 10 (2 against heavy) not below 15, STR/AGL based
Hyena	5	110	physical	one		-same-			increase M and attack power based on target's lost HP, STR/VIT based
Lion	0	N/A	special		one		-same-			target gains counter innate for rest of battle



Crusader
Usable by: Bartz, Galuf/Krile
Innate: N/A
Stats: 29/25/28/18
Level bonus: STR, STR, HP
Default ability: !Esemte (Cruzfire, costs 7% HP to cast, damage all enemies; Recover, costs 4% HP to cast, heal single ally; Execute, costs 2% HP to cast, damage single enemy; Shout, costs 5% HP to cast, damage all enemies and reduce their MAG by 20 unless absorbed; Size Up, costs 14% HP to cast, reduce single enemy's defense and evasion; Growth, costs 10% HP to cast, single ally +50% HP/Max HP; Shield Bash, costs 8% HP to cast, damage single enemy, does more damage with shield equipped; Cover, costs 6% HP to cast, probably the same effect as !Cover but definitely guaranteed to work at least once)
Abilities: Endure, !Esemte, !Slash (i.e. !Inauki);, Heal Amp, Pierce Crusaders can also equip !Aim and Berserk
Dot-chan's Impressions: Something I didn't write here because it's all documented in the files that come with the mod is that these abilities are only unlocked at a particular HP threshold (not sure if that's max or current), so Crusader is a job that's better in the mid to late game and for me it will be a strict upgrade compared to Knight since I don't plan on minimizing the number of times I run away.


Dark Knight
Usable by: Bartz, Galuf/Krile, Faris
Stats: 26/24/30/20
Level Bonus: STR, VIT, VIT (see below)
Default ability: !Dark
Abilities: Berserk, !Dark, !Stomp, Crit Up, Revenge; Dark Knights can also equip !SwdSlap and Sturdy without grinding for it.
Dot-chan's Impressions: Given that DK abilities require HP loss to use, I don't konw if I want to risk it, but it might be something worth trying at Exdeath.
pre:
Dark		MP	Power	Type		Target		Unlock		Special
BaneWave	18	77	physical	all				STR, recoil damage; damage increase by lost HP
Taunt		16	N/A	special		all		64 lost HP	user gains aggro; target gains dmg up, def down
Darkness	13	60	physical	all		128 lost HP	STR/MAG based, power increases by 12 for each status effect on the target; damage increase by lost HP
Allout		11	N/A	special		one		256 lost HP	drop def and m.def to 0, increase attack power by lost def
FoulPlay	20	37	physical	one		512 lost HP	reduce user maxHP by 1/8 (min 80); can inflict poison, STR/AGL based; damage increase by lost HP; does not consume turn
Curse		15	N/A	special		one		832 lost HP	against next hit target has 0 defense and takes +50% damage
Oblivion	5	155	physical	one		1216 lost HP	STR/VIT based, reduce user's stats by 5; damage increase by lost HP
Enchant		7	N/A	special		one		1856 lost HP	give user elemental spellblade of target's weakness



Lord
Usable by: Bartz, Lenna, Faris
Stats: 27/23/26/24
Level Bonus: STR, HP, MP
Default ability: !Law (see below)
Abilities: !Teach, !Law, !Order, !Aim, Cover; Lords can also equip !Order and !Flirt without having learned those skills.
Dot-chan's Impressions: Both !Law and !Order (see below) feel like they are not worth using except to set up against a boss battle, and even then I'd rather just be doing damage unless the buffs are really that good, and Exdeath is the wrong boss to use as an experiment.
pre:
Order		MP	Power	Type		Target		Unlock		Special
Assault		10	N/A	special		self				attack +50%, def -50%
Insurance	10	N/A	special		self				auto-endure fatal damage (>1 HP), poison and HP leak
Supply		10	N/A	special		self		2048 gil	everyone regenerates 15 MP per turn, cap at 99 for player
Geoform		10	N/A	special		self		4864 gil	increase effect of element icons on damage
Denial		10	N/A	special		self		9984 gil	negates element modifier for attacks
Mix Up		10	N/A	special		self		20224 gil	switches p.def/m.def for damage calculation
Take Aim	10	N/A	special		self		35328 gil	evade = 0, accuracy = 120%, crit x2 for physical and magic (except crit)
Retreat		10	N/A	special		self		50176 gil	escape from battle

Law		MP	Power	Type		Target		Unlock		Special
Judge		40	N/A	special		self		1024 gil	law breaker take divine damage (VIT based), other get healed (scales by VIT and number of active laws)
Blackmail	8	N/A	special		one		1024 gil	pay 512gp per sin (ally) or gain 128gp per sin (enemy)
BanMiss		5	N/A	special		self		1024 gil	pay 1000gp; add law against missing
BanFever	5	N/A	special		self		1024 gil	pay 1000gp; add law against status effects
BanCrys		5	N/A	special		self		1024 gil	pay 1000gp; add law against wind, water, fire, earth icons
BanCycle	5	N/A	special		self		1024 gil	pay 1000gp; add law against reusing element icons that get pushed off the list
BanEgo		5	N/A	special		self		1024 gil	pay 1000gp; add law against targetting self
BanSin		5	N/A	special		self		1024 gil	pay 1000gp; laws count double



Magus
Usable by: Lenna, Galuf/Krile
Stats: 18/22/28/28
Level Bonus: VIT, MAG, HP
Innate: Enigma
Default ability: !Taboo (see below)
Abilties: !Smoke, !Taboo, Lich, !Psych, MassCast
Dot-chan's Impressions: Another class that gets stronger as the game progresses, so I will probably revisit it later.
pre:
Taboo		MP	Power	Type		Target	Reflectable	MassCast	Unlock		Special
Blast		4	104	variable	one/all	yes				5 kills		element changes to that of the equipped weapon
VoidBolt	25	140	void		one	yes		yes		1000 kills	partially pierces defense
Swamp		30	N/A	special		self					320 kills	set terrain to 5/5 poison and give everyone "half" HP leak (x2 vs poison weakness) until end of battle (stackable with regular HP leak)
Unleash		20	130	void		all					plot		Gilgamesh WITH music!! 25% 1 damage, 25% 9999 damage
SickMark	15	N/A	special		one	yes		yes		120 kills	taken damage is increased based on status damage (+58% at 200 status damage)
Sap Mark	15	N/A	special		one	yes		yes		220 kills	give/take 20% less damage from attacks based on stats
LifeMark	15	N/A	special		one	yes		yes		480 kills	if killed (or loses LP) while the LifeMark is active, player party gets healed by 1/8 of victim's maxHP
Chain M.	15	N/A	special		one	yes		yes		720 kills	attacking the target over and over leads to increasing damage; if the target acts, bonus resets to 0 (combo system)



Oracle
Usable by: Lenna, Galuf/Krile
Stats: 23/18/26/30
Level Bonus: MAG, MAG, HP
Innate: Enigma (listed in game as "evade magic attacks", not sure if that means spells now always miss or that they can be avoided)
Default ability: !Predict (each only usable once per battle)
Abilties: !Recover, !Predict, Turbo MP, !Fate (random ability depending on the character's name); Oracles can also use Pierce (ignore enemy defense) and Enigma without having learned those skills
Dot-chan's Impressions: At least when I tried Oracle in the Exdeath battle, !Predict didn't do enough damage to make it worth the once-per-battle restriction, and I don't know if I want to grind the AP to see what !Fate does. It is worth using for the magic stat, so I might still dip into it every so often.


Sage
Usable by: Bartz, Lenna
Stats: 20/23/25/28
Level Bonus: AGL, MAG, MP
Innate:
Default ability: !Meta (see below)
Abilities: Learning, !Meta, !Yin (see below), !Yang (see below), Area Cast (multi-target spell damage is the same as single-target spell damage); Sages can also equip !Yin and Yang without having to grind for it.
Dot-chan's Impressions: As an impatient person who doesn't like setting up for battles when I don't have to, I don't know if I'll use !Meta magic outside of using Sages just to see what they are like. Additionally, !Yin and !Yang magic feel like they would almost be better suited for a game like FFT where you can adjust skill learn lists on a character level or a self-imposed challenge (such as a Four Job Fiesta) where you're very likely to not have one (or both) types of magic that affect the Yin-Yang balance (which, at least on the most superficial level, confuses me because Yin is apparently tied to white magic and Yang to black).
pre:
Meta	MP	Power								Unlock			Special
Burst	5	N/A	self							1 any spell		increases magic hit cap from 130 to 160 and accuracy for magic dmg by +7
Hammer	5	N/A	self							8 any spells		spells that target m.def instead target p.def and gain +12.5% power
Blast	5	N/A	self							15 any spells		allow spell multitargetting as if MassCast passive was equipped
Needles	5	N/A	self							23 any spells		turn spell into pseudo fixed damage (ignore target def and caster stats)
Plague	5	N/A	self							32 any spells		damage spells also deal 10 status damage
Flash	5	N/A	self							42 any spells		spells ignore reflect
Intense	5	N/A	self							53 any spells		spells add one extra field icon (does not stack with heavy status)
Nova	5	N/A	self							65 any spells		reduce MT penalty by 33% (if it is x0.25/-75% -> x0.5/-50%), stacks with/applied after AreaCast

Yin	MP	Power	Type		Target	Reflectable	MassCast	Unlock			Special
Cyclone	14	120	wind		one	yes		yes		1 white spell		power varies by Yin-Yang balance
Whirl	17	104	water		one	yes		yes		4 white spells		inflict HP leak, partially pierces defense; power varies by Yin-Yang balance
Stone	16	127	earth		one	yes		yes		6 white spells		power varies by Yin-Yang balance
Inferno	13	118	fire		one	yes		yes		17 white spells		power varies by Yin-Yang balance
Vivify	40	93	heal/holy	one	yes		yes		9 white spells		with high Yin power can cure simple status and even death; power varies by Yin-Yang balance
Morph	6	N/A	status		one	yes		yes		18 white spells		inflict toad; accuracy varies by Yin-Yang balance
Syphon	0	63	bolt		one	yes		yes		12 white spells		absorb 1/16 of damage as MP; power varies by Yin-Yang balance
Ultima	60	100-200	void		one	yes		yes		10 any spells		power increases with known white/black/time/summon/blue spells

Yang		MP	Power	Type	Target	Reflectable	MassCast	Unlock			Special
Crystal		15	124	ice	one	yes		yes		1 black spell		power varies by Yin-Yang balance
Plasma		12	117	bolt	one	yes		yes		3 black spells		power varies by Yin-Yang balance
Scourge		19	130	poison	one	yes		yes		6 black spells		partially pierces defense; power varies by Yin-Yang balance
Fade		16	121	holy	one	yes		yes		14 black spells		power varies by Yin-Yang balance
De-Guard	25	N/A	special	one	yes		yes		9 black spells		debuff defense; accuracy varies by Yin-Yang balance
Undo		23	N/A	status	one	yes		yes		16 black spells		instantly destroy; accuracy varies by Yin-Yang balance
Freeze		17	N/A	status	one	yes		yes		12 black spells		inflict stop; accuracy varies by Yin-Yang balance
Paradox		14	N/A	special	one	yes		yes		18 black spells		invert Yin-Yang balance



Tinker
Usable by: Lenna, Galuf/Krile, Faris
Stats: 29/20/26/22
Level Bonus: AGL, AGL, HP
Innate: N/A
Default ability: !Tinker (Turret, 0 MP earth elemental damage to single target; Load, needs at least 1 bomb in inventory to show up on menu, 21 MP item cooldown recharge; Swap, needs at least 4 bombs, 5 MP item cooldown swap with another party member; Shock, needs at least 10 bombs, 17 MP all enemies have a 75% chance to be paralyzed; Guardian, needs at least 25 bombs, 22 MP damage shield similar to Golem; HeRoBot, needs at least 45 bombs, 18 MP all enemy damage + HP leak; WingBoot, needs at least 70 bombs, 12 MP single target effective ATB buff; Overload, needs 99 bombs, recharge all of oneself's item cooldown at the cost of HP and can be lethal)
Abilities: Brawl, !Tinker, Recycle, !Buildup, !X-Item; Tinkers cal also equip !Mantra and Brawl
Dot-chan's Impressions: Using items from any ability in battle no longer consumes said item, so Tinker isn't very expensive to keep its list full even if I end up throwing Bombs at any point in the game; however, even before playing this mod I've only really used items for healing or in Mixes, so I don't know if I'll be using Tinker for its cooldown-related utilities and I don't have enough MP to use its other abilities without spending some turn(s) either using Brave or Defend and if I'm going to do that I might as well use classes with better damage output.


Vampire
Usable by: Galuf/Krile, Faris
Stats: 27/25/27/26
Level Bonus: STR, AGL, Mag
Innate: Undead status
Default ability: !Genome (see below)
Abilities: Lich, !Genome, !Oath (see below), CQC-Magic (more magic damage while in the front row), Might Amp (50% magic damage boost (rods, not stacking); 33% void magic damage, 25% weapon damage)
Dot-chan's Impressions: If "beat enemy" means I have to have the Vampire character defeat an enemy before I can even use their ability in a particular battle, this makes Vampire's skillset useless against bosses, plus being undead doesn't help against Condemn and is an active hazard when there are healers in the party.
pre:
Genome		MP	Power	Type		Target		Reflectable	Unlock		Special
Absorb		20	58	ice		one/all						split damage as healing
Hunter		15	75	physical	all				beat enemy	STR/MAG, recoil damage
DarkCure	12	72	heal/poison	one		yes		beat enemy	cure toad, mini, blind and poison
EvilKiss	22	N/A	special		one				beat enemy	steal 2 STR/AGL/VIT/MAG, not below 80%
Entice		3	N/A	status		one				beat enemy	inflict confuse
Control		25	N/A	status		one				beat enemy	take control of target
Possess		0	N/A	status		one				beat enemy	exile caster to boost target's stats by 50% of caster's base stats (STR, AGL, VIT, MAG, HP) and recover status health; can revive a dead ally
Sacrifice	0	N/A	status		one		yes		beat enemy	exile target to boost caster's stats by 50% of target's base stats (STR, AGL, VIT, MAG, HP) and recover status health; can be used on dead ally

Oath		MP	Power	Type		Target				Unlock	Special
Skeleton	7	60	earth/physical	one				beat enemy	small Golem wall of (MAG + Lv) x4
Lamia		10	50	special/bolt	all				beat enemy	reduces target's STR by 20 (5 vs heavy) unless absorbed
Z-Dragon	25	level	poison		all				beat enemy	level based damage, chance to poison
DarkMage	12	level	ice		one				beat enemy	level based damage, chance to stun
Unknown		5	72	water		one				beat enemy	inflict HP leak, partially pierces defense
Flayer		20	107	fire		all				beat enemy	partially pierces defense, no split-damage
Siren		16	level	wind		all				beat enemy	level based damage, chance to silence
Gil T.		18	131	void/ground	all				beat enemy	not reflectable, no splitdamage


Dot's Overall Impressions of the Mod So Far:
Flow state - I've enjoyed most of the mod except for the sudden spikes at Sandworm, Gilgamesh I, and Exdeath (and the Purobolos gimmick change came off as incredibly annoying rather than a refreshing innovation). Those fights have been rather bullshit even for someone familiar with their original gimmicks and despite me technically having the tools to overcome the new challenge. And though easy mode has been--said spikes aside--appropriately simple enough, I suspect that the highest difficulty setting is overtuned to expecting some sort of "theoretically optimal stat bonus" because as far as I can tell regular levels still only boost HP/MP and contribute to damage formula multipliers. Right now Exdeath is walling me hard enough where I don't know if I want to keep playing, even for an informative LP. Ironically enough, I think I've played FFV just enough to have expectations of it that this mod goes against.
Defaulting - I haven't played Bravely Default myself so I came into this experience entirely blind, but I still don't know what to make of this mod's implementation of it. I am not familiar enough with FFV's ATB system to plan actions down to the level where I can in FFT (and even then I'm mostly still just optimizing for turn-by-turn action economy) and even at the lowest battle speed I keep getting taken off guard by the enemy "interrupting" my current plans. So far I've only been using it as emergency sandbagging or to finish off a boss fight if their HP is low enough.
MP restrictions - I kind of wish MP was on the Tactics Ogre/FFTA system, where you start low and slowly gain MP each turn and that MP stays banked until used or the battle ends. As is (where a character being over 100 MP at the end of a turn gives them an immediate extra turn, but they also lose that MP), this nerfs the high-cost magic spells to the point where I don't find it to be worth the corresponding loss in action economy, especially since all of the physical jobs are still really good (and the elemental weakness system means I am reliably hitting for over 1000 HP in damage by World 2 and I'm not even necessarily in the hardest hitting job or have gained the right level bonuses).
New Jobs - A lot of these Jobs feel almost too complicated for their own good, but that might be because I'm just starting to play around with them. I especially don't like how some classes force you to play the game a certain way in order to use their skills.
Job restrictions - I still don't understand why this mod saw fit to restrict jobs and then replicate some or all of a particular Job's functionality in a different Job. If they really wanted to go for different job sets for every character, why not make them completely unique somehow? (This is a complaint I have not only for mods but games that also do this. As much as I like FFT, there are some later special and even generic jobs not named Calculator that render earlier ones practically redundant to have in the party, but I guess that's part of the difficulty in balancing game design, because on the other end of that are jobs/abilities so niche they only have use in a small handful of battles.)
Job leveling - I kind of get the philosophy behind restricting Job levels and the exponentially increasing job level requirements, as this makes you think more strategically about which jobs to level in which order, but the downside is that it turns every single level of the last 10 so into The Quest to Unlock Dual Cast unless the AP rewards go up accordingly. Vanilla FFV didn't exactly have the best pacing, either, but that doesn't justify inflating the grind up to eleven in the mod.